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- Moves with variable Base Power:
- Triple Axel - 20 / 40 / 60 BP
- Dragon Energy - same as Water Spout / Eruption
- Fishious Rend / Bolt Beak - 85 / 170 BP
- Base Power modifiers:
- Terrain (offensive) - 5325; while user is grounded
- Grav Apple - 6144; while Gravity is active
- Expanding Force - 6144; while Psychic Terrain is active, user must be grounded
- Misty Explosion - 6144; while Misty Terrain is active, user must be grounded
- Punk Rock (offensive) - 5325; must be a sound move
- Steely Spirit - 6144; must be Steel-type move, applies to both allies and self, and can apply multiple times
- Power Spot - 5325; applies to ally only
- Attack modifiers:
- Transistor - 6144; must be an Electric-type move
- Dragon's Maw - 6144; must be a Dragon-type move
- Defense modifiers:
- NONE
- Final damage modifiers:
- Punk Rock (defensive) - 2048; must be a sound move
- Behemoth Blade / Behemoth Bash / Dynamax Cannon - 8192; target must be Dynamaxed
- Ice Scales - 2048; must be a special move
- Other:
- Max Move into protection move - same modifier and location as Z-move into protection move
- Tar Shot - adds a 2x multiplier to Fire-type attacks in type effectiveness
- Utility Umbrella - takes normal damage from Fire or Water-type moves in sun/rain
- Body Press - replaces user's Attack stat / def stat boosts/drops with Defense stat / def stat boosts/drops. It has some weird interactions with Wonder Room that no one cares about. See https://www.smogon.com/forums/threads/sword-shield-battle-mechanics-research.3655528/post-8707046, there's other posts around here too
- Shell Side Arm - determines whether it is physical or special by running a base damage calculation: https://www.smogon.com/forums/threads/sword-shield-battle-mechanics-research.3655528/post-8514607
- Slow Start - doesn't have the same bug with Max Moves as it does for Z-Moves
- Rollout Storage was patched in SwSh 1.3
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